所以我正在制作一款有很多值需要保存的游戏。我使用了Rob Miracle的一个模块,它可以很容易地保存和加载表,用两个表来做到这一点。一个名为"gamestuff",另一个名为"leveltries"。
在一个场景中,我声明了这些表的值(仅当它们之前没有被保存时)
gamestuff.level = 1
gamestuff.sound = true
gamestuff.name = "user"
gamestuff.highscore = 0
gamestuff.lastscore = 0
gamestuff.volume = 0.5
gamestuff.lastlevel = 1
gamestuff.won = false
gamestuff.bouncesleft = 0
local leveltries = {
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
{tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
}
loadsave.saveTable(leveltries, "leveltries.json")
loadsave.saveTable(gamestuff, "gamestuff.json")
这个工作正常,除了当我尝试去一个重新开始的关卡场景和一个胜利的场景后的第一关。
但是我很困惑,因为在第一级我尝试
print("Fails: "..leveltries[gamestuff.lastlevel].fails)
,它工作
但是当我在restarter场景中尝试它时,它没有:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local loadsave = require("loadsave")
local gamestuff = {}
local leveltries = {}
local options =
{
effect = "fade",
time = 400
}
local function loader()
gamestuff = loadsave.loadTable("gamestuff.json")
leveltries = loadsave.loadTable("leveltries.json")
print("loaded")
end
local function save()
loadsave.saveTable(gamestuff, "gamestuff.json")
loadsave.saveTable(leveltries, "leveltries.json")
end
function scene:createScene(event)
gamestuff = {}
leveltries = {}
end
function scene:enterScene(event)
loader()
print("Fails"..leveltries[gamestuff.lastlevel].fails) --says the error is here
local a = leveltries[gamestuff.lastlevel].fails + 1
leveltries[gamestuff.lastlevel].fails = a
timer.performWithDelay( 50, function()
save()
storyboard.gotoScene("level"..tostring(gamestuff.lastlevel), options)
end, 1 )
end
function scene:exitScene(event)
local group = self.view
storyboard.removeScene("restarter")
end
function scene:destroyScene(event)
gamestuff = nil
leveltries = nil
options = nil
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
谁能告诉我为什么上面的代码不工作?
可能是我没有正确地删除"游戏"one_answers"leveltries"在关卡1?
我试着放一些指纹进去。在第1级场景中:
一切工作:
print(gamestuff.lastlevel)
print(leveltries[gamestuff.lastlevel].fails)
print(leveltries[gamestuff.lastlevel])
但是在restarter场景中,只有:
print(gamestuff.lastlevel) --which prints 1 and is right
作品print(leveltries[gamestuff.lastlevel]),在restarter场景中打印nil
我不知道这怎么可能。我在两个场景中同时以相同的方式加载相同的表,并以相同的方式使用它们。
可能是我把桌子移错了吗?
在场景1中,这些是我的exitScene和removeScene:
function scene:exitScene(event)
Runtime:removeEventListener("touch", shoot)
menub:removeEventListener("touch", gotomenu)
restartb:removeEventListener("touch", restart)
goal:removeEventListener("collision", win)
ball:removeEventListener("collision", hit)
ball:removeEventListener("collision", grow)
Runtime:removeEventListener("enterFrame", twinkle)
Runtime:removeEventListener("enterFrame", redraw)
end
function scene:didExitScene(event)
--storyboard.removeScene("level1")
end
function scene:destroyScene(event)
bg:removeSelf()
ball:removeSelf()
goal:removeSelf()
topwall:removeSelf()
bottomwall:removeSelf()
rightwall:removeSelf()
leftwall:removeSelf()
menub:removeSelf()
bounces = nil
bouncestext:removeSelf()
taps = nil
restartb:removeSelf()
tuttext:removeSelf()
gamestuff = nil
bg = nil
ball = nil
goal = nil
topwall = nil
bottomwall = nil
rightwall = nil
leftwall = nil
menub = nil
bouncestext = nil
restartb = nil
tuttext = nil
options = nil
trailprops = nil
for i = 1, 3 do
wallColor[i] = nil
end
end
scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("didExitScene", scene)
scene:addEventListener("destroyScene", scene)
我认为问题在于,你在场景开始时声明了游戏内容和关卡数组。然后在创建场景中再次声明它。您再次重写了相同的数组。我认为这没有任何意义。删除在创建场景中声明的数组并尝试。